using System;

/*
 * 代码生成请勿修改
 */
namespace AutoChess
{
    public class IActorLogic_Event
    {
        public static int OnActorDie = StringId.StringToHash("IActorLogic.OnActorDie");
        public static int OnActorRelive = StringId.StringToHash("IActorLogic.OnActorRelive");
        public static int OnActorAttrChange = StringId.StringToHash("IActorLogic.OnActorAttrChange");
        public static int OnActorHpChange = StringId.StringToHash("IActorLogic.OnActorHpChange");
        public static int OnActorStartCollect = StringId.StringToHash("IActorLogic.OnActorStartCollect");
        public static int OnActorRunAway = StringId.StringToHash("IActorLogic.OnActorRunAway");
    }

    class IActorLogic_Gen:IActorLogic
    {
        private BEventDispatcher m_dispatcher;

        public IActorLogic_Gen(BEventDispatcher dispatcher)
        {
            m_dispatcher = dispatcher;
        }

        public void OnActorDie(GameActor actor)
        {
            m_dispatcher.Send(IActorLogic_Event.OnActorDie,actor);
        }

        public void OnActorRelive(int actorGID)
        {
            m_dispatcher.Send(IActorLogic_Event.OnActorRelive,actorGID);
        }

        public void OnActorAttrChange(int actorGID)
        {
            m_dispatcher.Send(IActorLogic_Event.OnActorAttrChange,actorGID);
        }

        public void OnActorHpChange(long actorGID)
        {
            m_dispatcher.Send(IActorLogic_Event.OnActorHpChange,actorGID);
        }

        public void OnActorStartCollect(int targetGID)
        {
            m_dispatcher.Send(IActorLogic_Event.OnActorStartCollect,targetGID);
        }

        public void OnActorRunAway()
        {
            m_dispatcher.Send(IActorLogic_Event.OnActorRunAway);
        }
    }
}